P7S is definitely a step up. The issue is that like Almagest, good mitigation trivialises it pretty heavily.
Backloading 3 mechanics right at the end of the fight that require memorising a bunch of positions kind of sucks though =(




P7S is definitely a step up. The issue is that like Almagest, good mitigation trivialises it pretty heavily.
Backloading 3 mechanics right at the end of the fight that require memorising a bunch of positions kind of sucks though =(
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
It's the curse of the 3rd fight striking again. E3S and E7S had the exact same problem where the fight was basically a joke until you got towards the end where it suddenly throws the few hard mechanics at you all at once.
Last edited by Absurdity; 11-11-2022 at 06:31 PM.


Yeh, maybe it'd be more interesting if the damage was 'unmitigatable' type, ie only shields help, % mits don't affect it at all (like the raidwide in E1S that always does 50% of your max hp), that way the bleed would also be the same strength and unaffected by % mits or gear scaling
I'll have you know that O3S was a 3rd fight which was very good and not backloaded as heck! E11S was pretty consistent the whole way through, and Cycles were just 'all of the crap all at once' but you'd already seen the stuff it had in it by then. But yeh, 3rd fights on average have more misses compared to the other tiers for some reason idk why
For healing, personally I find Purgation a step up and the rest of p7s nothing special.
I'm just trying to get into AST, and I figured I'd ask here what exactly is the 'problem' with the job that is warranting the future rework?




Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]


This stems mainly from their extremely high APM during Burst. The fact that you have to Lightspeed to keep up with your cards already shows an issue, since Cards are effectively your rDPS you're providing that's a large amount of your damage by buffing. Too many oGCDs to stuff in before burst finishes since Crown Play is also included in the bunch.


I think the main contributor of that 'busy' feeling is not actually the OGCDs themselves, but having to constantly swap targets to place cards, then retarget the boss to throw another Malefic. On controller that is probably kinda ass to do, so I wouldn't be surprised if they made the cards be an AOE around you (like PVP), turn their effects down, and let them stack (so they're 1% damage buff, in an AOE, and one person can have 3 seperate cards applied at once). RDPS of having less % on a card, but having 3 at once (multiplicative buff stacking) AND having them applied to 8 people instead of 3 probably works out either the same, or even higher than now, so potency tweaks to Malefic might be warranted too. At least, that seems like the simplest solution to program in, so it'd be the one I'll assume they go for.This stems mainly from their extremely high APM during Burst. The fact that you have to Lightspeed to keep up with your cards already shows an issue, since Cards are effectively your rDPS you're providing that's a large amount of your damage by buffing. Too many oGCDs to stuff in before burst finishes since Crown Play is also included in the bunch.


Making it AoE at a 1% you essentially have a higher rDPS contribution per card if they're stackable. They probably won't make it that easy since currently the raid contribution per card is 3% on the wrong job type and 6% on the correct job type. You'd essentially be buffing AST in this way too by adding another 2% contribution across 8 people vs. current cards. You'd either have to reduce AST's general damage for that or buff the other jobs considerably to match output so as not to alienate WHM. As for APM, I think they've developed themselves into a corner alongside current systems. People use Macros to play cards most of the time now from what I've seen, and it's disgusting. Trying to change something like that is difficult unless you overhaul AST's card system completely and change how it actually plays, alienating the AST player to relearn their job from the ground up; something I don't think people would want to deal with until 7.0 comes around.I think the main contributor of that 'busy' feeling is not actually the OGCDs themselves, but having to constantly swap targets to place cards, then retarget the boss to throw another Malefic. On controller that is probably kinda ass to do, so I wouldn't be surprised if they made the cards be an AOE around you (like PVP), turn their effects down, and let them stack (so they're 1% damage buff, in an AOE, and one person can have 3 seperate cards applied at once). RDPS of having less % on a card, but having 3 at once (multiplicative buff stacking) AND having them applied to 8 people instead of 3 probably works out either the same, or even higher than now, so potency tweaks to Malefic might be warranted too. At least, that seems like the simplest solution to program in, so it'd be the one I'll assume they go for.
It's not simple breaking out of the norm when you develop yourself into a hole by compiling systems onto one another.



Depends who you ask
If you ask anyone who liked Ast before it got ripped to pieces in shb, then the problem is that SE wants to keep astrodyne while realising through pvp that the cards and time magic are what drew people to the job and trying to fit them in
if you ask anyone who focuses on optimising, its the ogcd bloat
if you ask SE its that its card systems are unpopular (read they acknowledge everyone prefers the old cards) because pvp ast is more popular than pve ast, but at the same time they don't want to pull it back because they know optimisers will cry over not having balance every time
quote from live letter 72
"The job revamp for Dragoon and Astrologian has been pushed to 7.0 but however since each job is different, it cannot simply be compared with Summoner when it comes to the job rework. For example Ninja had huge adjustments during 5.x but they tried to adjust it so that the play feel would remain the same and revamped the system behind the scene, to them, this is also considered as a big revamp as well. The changes to DRG and AST will depend on what is actually adjusted. In case of DRG, they wanted to go all way in unifying/standardizing actions and cut down actions that are bloated.
[09:37]
However, for DRG, they try not to change what the DRG has to do (in other words, its identity) and as for AST it'll be adjustments on the card, as usual. For cards however this will be difficult since if they adjust the cards to not have RNG based on players hated having it to be luck dependant, there will be other subset of players who think "the previous one is better!
Last edited by Recon1o6; 11-27-2022 at 03:00 AM.
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